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  Quartz job schedular  (Read 859 times)
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Offline boobish

Junior Newbie




Java games rock!


« Posted 2004-01-16 15:07:25 »

this might sounds silly, but can any body think of how we can use quartz in games development, (auto saving for example ), here is a link for qurtz, any idea guys.

http://www.quartzscheduler.org/index.jsp
Offline Orangy Tang

JGO Kernel


Medals: 48
Projects: 11


Monkey for a head


« Reply #1 - Posted 2004-01-16 15:36:29 »

It might just be me, but how about thinking about the game first, and the technology second? Trying to find a reason to crowbar in random-technology-X doesn't sound like too good an idea.

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #2 - Posted 2004-01-16 15:40:02 »

Quote
this might sounds silly, but can any body think of how we can use quartz in games development, (auto saving for example ), here is a link for qurtz, any idea guys.

http://www.quartzscheduler.org/index.jsp


Personally, I wouldn't: for games, it sucks. It's a typical business-app library - slow and poorly architected, heavily multi-threaded. I've only looked at using it on the server side, where the design is depressingly inefficient, but even for client apps IIRC it's worse than java 1.3's TimerTask etc performance-wise, because Quartz allocates a new Thread for every single task. This is especially problematic if you are trying to keep your client single-threaded / RT. The API, IIRC, is a vast improvement over TimerTask etc, but given how simple a job it does, I doubt this would be worth the downsides.

On the topic of auto-saving....Hibernate's pretty good Smiley (although I've not looked at H4 performance in detail with games in mind, so maybe again not a good tool for games...Sad )

malloc will be first against the wall when the revolution comes...
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